	varying vec4 diffuse,ambient;
	varying vec3 normal,lightDir,halfVector;

	void main()
	{
		/* first transform the normal into eye space and
		normalize the result */
		normal = normalize(gl_NormalMatrix * gl_Normal);

		/* now normalize the light's direction. Note that
		according to the OpenGL specification, the light
		is stored in eye space. Also since we're talking about
		a directional light, the position field is actually direction */

                lightDir = normalize(vec3(gl_LightSource[0].position));
                //lightDir = normalize(vec3(0,5,0));

		/* Normalize the halfVector to pass it to the fragment shader */
		halfVector = normalize(gl_LightSource[0].halfVector.xyz);

		/* Compute the diffuse, ambient and globalAmbient terms */
		diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
		ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
		ambient += gl_LightModel.ambient * gl_FrontMaterial.ambient;

		gl_Position = ftransform();
	}
